void ThebesLayerBuffer::DrawBufferWithRotation(gfxContext* aTarget, float aOpacity) { // Draw four quadrants. We could use REPEAT_, but it's probably better // not to, to be performance-safe. DrawBufferQuadrant(aTarget, LEFT, TOP, aOpacity); DrawBufferQuadrant(aTarget, RIGHT, TOP, aOpacity); DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aOpacity); DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aOpacity); }
void ThebesLayerBuffer::DrawBufferWithRotation(gfxContext* aTarget, float aOpacity, gfxASurface* aMask, const gfxMatrix* aMaskTransform) { SAMPLE_LABEL("ThebesLayerBuffer", "DrawBufferWithRotation"); // Draw four quadrants. We could use REPEAT_, but it's probably better // not to, to be performance-safe. DrawBufferQuadrant(aTarget, LEFT, TOP, aOpacity, aMask, aMaskTransform); DrawBufferQuadrant(aTarget, RIGHT, TOP, aOpacity, aMask, aMaskTransform); DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aOpacity, aMask, aMaskTransform); DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aOpacity, aMask, aMaskTransform); }
void RotatedBuffer::DrawBufferWithRotation(gfx::DrawTarget *aTarget, ContextSource aSource, float aOpacity, gfx::CompositionOp aOperator, gfx::SourceSurface* aMask, const gfx::Matrix* aMaskTransform) const { PROFILER_LABEL("RotatedBuffer", "DrawBufferWithRotation"); // See above, in Azure Repeat should always be a safe, even faster choice // though! Particularly on D2D Repeat should be a lot faster, need to look // into that. TODO[Bas] DrawBufferQuadrant(aTarget, LEFT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform); DrawBufferQuadrant(aTarget, RIGHT, TOP, aSource, aOpacity, aOperator, aMask, aMaskTransform); DrawBufferQuadrant(aTarget, LEFT, BOTTOM, aSource, aOpacity, aOperator, aMask, aMaskTransform); DrawBufferQuadrant(aTarget, RIGHT, BOTTOM, aSource, aOpacity, aOperator,aMask, aMaskTransform); }